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Medium 1 für Eintrag CorePing – Replicated Ping & Marker System v1.1

Beschreibung

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CorePing is a plug-and-play multiplayer ping system for Unreal Engine.

Players can ping locations or objects in the world (Apex-style) while the plugin handles:

  • Server-authority ping spawning

  • Replication to the right players

  • DataTable-driven ping types (mesh, VFX, sound, lifetime, distance…)

  • Simple team visibility (All / Team / Owner)

For the developer, setup is kept intentionally simple:

Create a DataTable → add the CorePing component to your PlayerController → call “Create Ping Marker” from your input.

Key Features

  • 🔁 Fully replicated ping markers

    • Pings are spawned on the server as actors and replicated to clients.

    • Each client decides locally if the ping should be visible to that player.

  • 📊 DataTable-driven ping types

    • Define ping types in a single DataTable (FCorePingTypeRow):

      • Mesh + optional material override

      • Niagara VFX

      • Icon texture for UI

      • Sound on spawn

      • Lifetime, 3D visible distance, screen indicator distance

      • Default visibility: All / Team / Owner

  • 🧩 Simple team system built-in

    • Optional CorePingTeam component with a simple TeamId (int).

    • Pings can be:

      • All Players

      • Instigator Team Only

      • Owner Only

    • Works out of the box for basic team games without needing a full team framework.

  • 🎮 Minimal Blueprint API

    • Create Ping Marker

    • Clear My Pings

    • Everything else (trace, spawn, replication, team filtering) is handled in C++.

  • ⏱️ Cooldown & limits

    • Per-player ping cooldown.

    • Optional max active pings per player (to avoid spam).

  • 🎨 Customizable visuals & UI

    • On the client, you receive the resolved FCorePingTypeRow and can:

      • Attach Niagara, meshes, and materials.

Documentation: https://71-studios.gitbook.io/71-studios-docs/core-ping-documentation

Support: https://discord.gg/BwjF8X485a

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